Latency Compensation for Frame Buffering in Video Games

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Solution Overview

Problem

In video games, the delay between player input and game processing can lead to operations not being reflected correctly, causing player dissatisfaction, especially in timing-critical actions like jumping over obstacles, due to the discrepancy between the displayed image and the actual game state.

Innovation Solution

A game apparatus that includes an operation instruction receiver, status information storage, and determiners to assess whether an operation instruction is allowable based on the elapsed time since the game state changed, allowing operations from both the current and previous states within a predetermined time frame to ensure timely reflection of player inputs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If frame buffering is used to display high-definition images at high speed, then image quality and display speed are improved, but operation timing accuracy deteriorates due to frame delay

Engineering Contradiction:
Improvedisplay speedVSAvoidoperation timing accuracy
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by storing status information chronologically and determining allowable operations based on both current and previous frame states. This allows the game apparatus to anticipate and compensate for the frame delay, ensuring that operations are validated against the correct temporal context before execution, thereby resolving the timing inaccuracy introduced by frame buffering

Inventive Principle:
Principle #10Preliminary action

2Productivity

If processing is executed at high speed with frame buffering, then game processing efficiency is improved, but operation reflection accuracy deteriorates

Engineering Contradiction:
Improveprocessing speedVSAvoidoperation reflection accuracy
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The system implements feedback by continuously storing status information chronologically and using it to determine whether operations are allowable. The operation instruction receiver and determiners use this feedback loop to verify that player operations are reflected accurately in the game state, compensating for delays introduced by high-speed frame buffering processing

Inventive Principle:
Principle #23Feedback

3Manufacturing precision

If the game processes multiple frames alternately, then image definition is improved, but operation timing synchronization deteriorates

Engineering Contradiction:
Improveimage definitionVSAvoidoperation timing synchronization
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system introduces an intermediary mechanism by storing status information from multiple frames chronologically and using it as a reference for determining allowable operations. This intermediary layer of stored status data acts as a buffer between the high-definition frame rendering and operation processing, allowing the system to maintain image quality while synchronizing operation timing accurately

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS8317580B2Video game with latency compensation for delay caused by frame buffering
Publication Date: 2012.11.27 SQUARE ENIX HLDG CO LTD
  • US8317580B2 patent drawing
  • US8317580B2 patent drawing
  • US8317580B2 patent drawing

AI summary

The present invention provides a game apparatus, a game progressing method, and a recording medium that remove dissatisfaction of a player generated when an operation is not reflected on a progressing result of a game in spite of the operation being made at an appropriate timing and enhance entertaining potentialities. If an operation instruction on a player character is received from a player, a time period that has elapsed since a previous state has changed to a current state is measured. When the elapsed time is within a predetermined time, allowable actions in the current state and the previous state are inquired. When the elapsed time is not within the predetermined time, allowable actions in the current state are inquire. Based on an inquiry result, it is determined whether the operation instruction from the player is an allowable action.